1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2018 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #include <memory> 9*c8dee2aaSAndroid Build Coastguard Worker 10*c8dee2aaSAndroid Build Coastguard Worker #include "bench/Benchmark.h" 11*c8dee2aaSAndroid Build Coastguard Worker #include "bench/GpuTools.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h" 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Worker /** 20*c8dee2aaSAndroid Build Coastguard Worker * Draws a small set of small images multiple times each with no overlaps so that each image could 21*c8dee2aaSAndroid Build Coastguard Worker * be batched. This was originally added to detect regressions as TextureOp is refactored to 22*c8dee2aaSAndroid Build Coastguard Worker * use "dynamic state" for texture bindings. Everything is kept small as we're mostly interested in 23*c8dee2aaSAndroid Build Coastguard Worker * CPU overhead. 24*c8dee2aaSAndroid Build Coastguard Worker */ 25*c8dee2aaSAndroid Build Coastguard Worker class ImageCycle : public Benchmark { 26*c8dee2aaSAndroid Build Coastguard Worker public: 27*c8dee2aaSAndroid Build Coastguard Worker /** 28*c8dee2aaSAndroid Build Coastguard Worker * imageCnt is the number of images and repeat cnt is how many times each image is drawn per 29*c8dee2aaSAndroid Build Coastguard Worker * logical "frame." 30*c8dee2aaSAndroid Build Coastguard Worker */ ImageCycle(int imageCnt,int repeatCnt)31*c8dee2aaSAndroid Build Coastguard Worker ImageCycle(int imageCnt, int repeatCnt) : fImageCnt(imageCnt), fRepeatCnt(repeatCnt) { 32*c8dee2aaSAndroid Build Coastguard Worker fName.appendf("image_cycle_image_cnt_%d_repeat_cnt_%d", fImageCnt, fRepeatCnt); 33*c8dee2aaSAndroid Build Coastguard Worker } 34*c8dee2aaSAndroid Build Coastguard Worker isSuitableFor(Backend backend)35*c8dee2aaSAndroid Build Coastguard Worker bool isSuitableFor(Backend backend) override { return Backend::kGanesh == backend; } 36*c8dee2aaSAndroid Build Coastguard Worker 37*c8dee2aaSAndroid Build Coastguard Worker protected: onGetName()38*c8dee2aaSAndroid Build Coastguard Worker const char* onGetName() override { return fName.c_str(); } 39*c8dee2aaSAndroid Build Coastguard Worker onPerCanvasPreDraw(SkCanvas * canvas)40*c8dee2aaSAndroid Build Coastguard Worker void onPerCanvasPreDraw(SkCanvas* canvas) override { 41*c8dee2aaSAndroid Build Coastguard Worker auto ii = SkImageInfo::Make(kImageSize.fWidth, kImageSize.fHeight, kRGBA_8888_SkColorType, 42*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType, nullptr); 43*c8dee2aaSAndroid Build Coastguard Worker SkRandom random; 44*c8dee2aaSAndroid Build Coastguard Worker fImages = std::make_unique<sk_sp<SkImage>[]>(fImageCnt); 45*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < fImageCnt; ++i) { 46*c8dee2aaSAndroid Build Coastguard Worker auto surf = canvas->makeSurface(ii); 47*c8dee2aaSAndroid Build Coastguard Worker SkColor color = random.nextU(); 48*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->clear(color); 49*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint; 50*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(~color); 51*c8dee2aaSAndroid Build Coastguard Worker paint.setBlendMode(SkBlendMode::kSrc); 52*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->drawRect( 53*c8dee2aaSAndroid Build Coastguard Worker SkRect::MakeLTRB(1, 1, kImageSize.fWidth - 1, kImageSize.fHeight - 1), paint); 54*c8dee2aaSAndroid Build Coastguard Worker fImages[i] = surf->makeImageSnapshot(); 55*c8dee2aaSAndroid Build Coastguard Worker } 56*c8dee2aaSAndroid Build Coastguard Worker } 57*c8dee2aaSAndroid Build Coastguard Worker onPerCanvasPostDraw(SkCanvas *)58*c8dee2aaSAndroid Build Coastguard Worker void onPerCanvasPostDraw(SkCanvas*) override { fImages.reset(); } 59*c8dee2aaSAndroid Build Coastguard Worker onDraw(int loops,SkCanvas * canvas)60*c8dee2aaSAndroid Build Coastguard Worker void onDraw(int loops, SkCanvas* canvas) override { 61*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint; 62*c8dee2aaSAndroid Build Coastguard Worker paint.setAntiAlias(true); 63*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkScalar kPad = 2; 64*c8dee2aaSAndroid Build Coastguard Worker // To avoid tripping up bounds tracking we position the draws such that all the 65*c8dee2aaSAndroid Build Coastguard Worker // draws of image 0 are above those of image 1, etc. 66*c8dee2aaSAndroid Build Coastguard Worker static const int imagesPerRow = 67*c8dee2aaSAndroid Build Coastguard Worker SkScalarFloorToInt(kDeviceSize.fWidth / (kImageSize.fWidth + kPad)); 68*c8dee2aaSAndroid Build Coastguard Worker int rowsPerImage = SkScalarCeilToInt((SkScalar)fRepeatCnt / imagesPerRow); 69*c8dee2aaSAndroid Build Coastguard Worker for (int l = 0; l < loops; ++l) { 70*c8dee2aaSAndroid Build Coastguard Worker for (int r = 0; r < fRepeatCnt; ++r) { 71*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < fImageCnt; ++i) { 72*c8dee2aaSAndroid Build Coastguard Worker SkScalar imageYOffset = i * rowsPerImage * (kImageSize.fHeight + kPad); 73*c8dee2aaSAndroid Build Coastguard Worker SkScalar rowYOffset = (r / imagesPerRow) * (kImageSize.fHeight + kPad); 74*c8dee2aaSAndroid Build Coastguard Worker SkScalar x = (r % imagesPerRow) * (kImageSize.fWidth + kPad); 75*c8dee2aaSAndroid Build Coastguard Worker canvas->drawImage(fImages[i].get(), x, imageYOffset + rowYOffset, 76*c8dee2aaSAndroid Build Coastguard Worker SkSamplingOptions(), &paint); 77*c8dee2aaSAndroid Build Coastguard Worker } 78*c8dee2aaSAndroid Build Coastguard Worker } 79*c8dee2aaSAndroid Build Coastguard Worker // Prevent any batching between "frames". 80*c8dee2aaSAndroid Build Coastguard Worker skgpu::FlushAndSubmit(canvas->getSurface()); 81*c8dee2aaSAndroid Build Coastguard Worker } 82*c8dee2aaSAndroid Build Coastguard Worker } 83*c8dee2aaSAndroid Build Coastguard Worker 84*c8dee2aaSAndroid Build Coastguard Worker private: onGetSize()85*c8dee2aaSAndroid Build Coastguard Worker SkISize onGetSize() override { return {kDeviceSize.fWidth, kDeviceSize.fHeight}; } 86*c8dee2aaSAndroid Build Coastguard Worker 87*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr SkISize kImageSize{4, 4}; 88*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr SkISize kDeviceSize{64, 64}; 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<sk_sp<SkImage>[]> fImages; 91*c8dee2aaSAndroid Build Coastguard Worker SkString fName; 92*c8dee2aaSAndroid Build Coastguard Worker int fImageCnt; 93*c8dee2aaSAndroid Build Coastguard Worker int fRepeatCnt; 94*c8dee2aaSAndroid Build Coastguard Worker 95*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = Benchmark; 96*c8dee2aaSAndroid Build Coastguard Worker }; 97*c8dee2aaSAndroid Build Coastguard Worker 98*c8dee2aaSAndroid Build Coastguard Worker DEF_BENCH(return new ImageCycle(5, 10)); 99